965 lines
22 KiB
Plaintext
965 lines
22 KiB
Plaintext
.\" $NetBSD: trek.me,v 1.4 2014/09/30 20:46:59 christos Exp $
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.\"
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.\" Copyright (c) 1980, 1993
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.\" The Regents of the University of California. All rights reserved.
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.\"
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.\" Redistribution and use in source and binary forms, with or without
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.\" modification, are permitted provided that the following conditions
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.\" are met:
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.\" 1. Redistributions of source code must retain the above copyright
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.\" notice, this list of conditions and the following disclaimer.
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.\" 2. Redistributions in binary form must reproduce the above copyright
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.\" notice, this list of conditions and the following disclaimer in the
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.\" documentation and/or other materials provided with the distribution.
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.\" 3. Neither the name of the University nor the names of its contributors
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.\" may be used to endorse or promote products derived from this software
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.\" without specific prior written permission.
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.\"
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.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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.\" SUCH DAMAGE.
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.\"
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.\" @(#)trek.me 8.1 (Berkeley) 6/8/93
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.\"
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.if n .na
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.de pp
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. sp 2
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. ti +5
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..
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.ie t .ds f \fB
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.el .ds f \fI
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.de he
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' sp
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' tl 'Star Trek''USD:31-%'
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'sp 3
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..
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.oh 'Star Trek''USD:31-%'
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.eh 'USD:31-%''Star Trek'
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\" .wh 0 he
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.de fo
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' bp
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..
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.wh -3 fo
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.sp 16
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.ce 1000
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.ie n \{\
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. tr |
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|****||||*****||||||*||||||****|
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*||||||||||*|||||||*|*|||||*|||*
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|***|||||||*||||||*****||||****|
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||||*||||||*||||||*|||*||||*||*|
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****|||||||*||||||*|||*||||*|||*
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.sp 2
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*****||||****|||||*****||||*|||*
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||*||||||*|||*||||*||||||||*||*|
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||*||||||****|||||***||||||***||
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||*||||||*||*|||||*||||||||*||*|
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||*||||||*|||*||||*****||||*|||*
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.sp 2
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. tr ||
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by
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.\}
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.el \{\
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. ps 24
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. vs 28p
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. ft B
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STAR
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TREK
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. ps
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. vs
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. ft
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. ft I
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by
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.f ft
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.\}
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Eric Allman
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University of California
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Berkeley
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.ce 0
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\".bp
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.ce
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\*fINTRODUCTION\fR
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.pp
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Well, the federation is once again at war with the Klingon empire.
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It is up to you,
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as captain of the U.S.S. Enterprise,
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to wipe out the invasion fleet and save the Federation.
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.pp
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For the purposes of the game
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the galaxy is divided into 64 quadrants
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on an eight by eight grid,
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with quadrant 0,0 in the upper left hand corner.
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Each quadrant is divided into 100 sectors
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on a ten by ten grid.
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Each sector contains one object
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(e.g., the Enterprise, a Klingon, or a star).
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.pp
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Navigation is handled in degrees,
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with zero being straight up
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and ninety being to the right.
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Distances are measured in quadrants.
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One tenth quadrant is one sector.
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.pp
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The galaxy contains starbases,
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at which you can dock to refuel,
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repair damages, etc.
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The galaxy also contains stars.
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Stars usually have a knack for getting in your way,
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but they can be triggered into going nova
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by shooting a photon torpedo at one,
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thereby (hopefully) destroying any adjacent Klingons.
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This is not a good practice however,
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because you are penalized for destroying stars.
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Also, a star will sometimes go supernova,
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which obliterates an entire quadrant.
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You must never stop in a supernova quadrant,
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although you may "jump over" one.
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.pp
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Some starsystems
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have inhabited planets.
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Klingons can attack inhabited planets
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and enslave the populace,
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which they then put to work building more Klingon battle cruisers.
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\".bp
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.ce
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\*fSTARTING UP THE GAME\fR
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.pp
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To request the game, issue the command
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.sp
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.ti +15
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.ft B
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/usr/games/trek
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.ft
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.sp
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from the shell.
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If a filename is supplied,
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a log of the game is written onto that file.
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(Otherwise, no
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file is written.)
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If the
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``\fB\-a\fP'' flag is stated before the filename,
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the log of the game is appended to the file.
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.pp
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The game will ask you what length game
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you would like.
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Valid responses are "short", "medium", and "long".
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You may also type "restart",
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which restarts a previously saved game.
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Ideally,
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the length of the game does not affect the difficulty,
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but currently the shorter games tend to be harder than the longer ones.
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.pp
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You will then be prompted for the skill,
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to which you must respond
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"novice", "fair", "good", "expert",
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"commodore", or "impossible".
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You should start out with a novice
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and work up,
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but if you really want to see
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how fast you can be slaughtered,
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start out with an impossible game.
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.pp
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In general,
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throughout the game,
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if you forget what is appropriate
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the game will tell you what it expects
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if you just type in
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a question mark.
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\".bp
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.ce
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\*fISSUING COMMANDS\fR
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.pp
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If the game expects you to enter a command,
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.hc ^
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it will say ^"Command:\ "
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and wait for your response.
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Most commands can be abbreviated.
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.pp
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At almost any time you can type more than one thing on a line.
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For example,
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to move straight up one quadrant,
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you can type
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.ti +12
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move 0 1
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.br
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or you could just type
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.ti +12
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move
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.br
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and the game would prompt you with
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.ti +12
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Course:
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.br
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to which you could type
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.ti +12
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0 1
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.br
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The "1" is the distance,
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which could be put on still another line.
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Also, the "move" command
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could have been abbreviated
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"mov", "mo", or just "m".
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.pp
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If you are partway through a command
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and you change your mind,
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you can usually type "-1"
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to cancel the command.
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.pp
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Klingons generally cannot hit you
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if you don't consume anything
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(e.g., time or energy),
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so some commands are considered "free".
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As soon as you consume anything though -- POW!
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.bp
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.de **
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.if \\n+l .**
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.as x *
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..
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.de bl
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.sp
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.ie t \fB\\$1\fR
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.el \{\
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. ne 3
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. nr l \\w'\\$1' -\\w'*'
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. ds x ****
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. **
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\\*x
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. br
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* \\$1 *
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. br
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\\*x
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.\}
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.sp
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.in +8
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.nf
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..
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.de FF
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.in -8
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.fi
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..
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.if !\n(.V .ta \w'Full Commands: '+1
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.if \n(.V .ta \w'Full Commands: 'u
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.ce
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\*fTHE COMMANDS\fR
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.bl "Short Range Scan"
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Mnemonic: srscan
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Shortest Abbreviation: s
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Full Commands: srscan
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srscan yes/no
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Consumes: nothing
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.FF
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.pp
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The short range scan
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gives you a picture
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of the quadrant you are in,
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and (if you say "yes")
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a status report
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which tells you
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a whole bunch
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of interesting stuff.
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You can get a status report alone
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by using the
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.ul
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status
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command.
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An example follows:
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.sp
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.in +4
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Short range sensor scan
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.TS
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le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 le3 l1 l.
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0 1 2 3 4 5 6 7 8 9
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0 . . . . . . . * . * 0 stardate 3702.16
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1 . . E . . . . . . . 1 condition RED
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2 . . . . . . . . . * 2 position 0,3/1,2
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3 * . . . . # . . . . 3 warp\ factor 5.0
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4 . . . . . . . . . . 4 total\ energy 4376
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5 . . * . * . . . . . 5 torpedoes 9
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6 . . . @ . . \ . . . 6 shields down,\ 78%
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7 . . . . . . . . . . 7 Klingons\ left 3
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8 . . . K . . . . . . 8 time\ left 6.43
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9 . . . . . . * . . . 9 life\ support damaged,\ reserves\ =\ 2.4
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0 1 2 3 4 5 6 7 8 9
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.TE
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Distressed Starsystem Marcus XII
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.sp
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.in +8
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.ti -8
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The cast of characters is as follows:
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.nf
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.ta \w'E 'u
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E the hero
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K the villain
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# the starbase
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* stars
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@ inhabited starsystem
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\&. empty space
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a black hole
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.in -12
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.fi
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.pp
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The name of the starsystem is listed underneath
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the short range scan.
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The word "distressed", if present,
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means that the starsystem
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is under attack.
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.pp
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Short range scans are absolutely free.
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They use no time, no energy,
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and they don't give the Klingons
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another chance to hit you.
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.bl "Status Report"
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Mnemonic: status
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Shortest Abbreviation: st
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Consumes: nothing
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.FF
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.pp
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This command gives you information
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about the current status
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of the game and your ship, as follows:
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.in +8
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.de qq
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.sp
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.ti -4
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..
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.qq
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Stardate -- The current stardate.
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.qq
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Condition -- as follows:
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.in +4
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.nf
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RED -- in battle
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YELLOW -- low on energy
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GREEN -- normal state
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DOCKED -- docked at starbase
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CLOAKED -- the cloaking device is activated
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.fi
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.in -4
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.qq
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Position -- Your current quadrant and sector.
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.qq
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Warp Factor -- The speed you will move at
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when you move under warp power
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(with the
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.ul
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move
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command).
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.qq
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Total Energy -- Your energy reserves.
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If they drop to zero,
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you die.
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Energy regenerates,
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but the higher the skill of the game,
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the slower it regenerates.
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.qq
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Torpedoes -- How many photon torpedoes you have left.
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.qq
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Shields -- Whether your shields are up or down,
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and how effective they are if up
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(what percentage of a hit they will absorb).
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.qq
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Klingons Left -- Guess.
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.qq
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Time Left -- How long the Federation can hold out
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if you sit on your fat ass and do nothing.
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If you kill Klingons quickly,
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this number goes up,
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otherwise,
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it goes down.
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If it hits zero,
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the Federation is conquered.
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.qq
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Life Support -- If "active", everything is fine.
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If "damaged", your reserves tell you
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how long you have
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to repair your life support
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or get to a starbase
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before you starve, suffocate,
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or something equally unpleasant.
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.qq
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Current Crew -- The number of crew members
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left.
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This figures does not include officers.
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.qq
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Brig Space -- The space left in your brig
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for Klingon captives.
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.qq
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Klingon Power -- The number of units
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needed to kill a Klingon.
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Remember, as Klingons fire at you
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they use up their own energy,
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so you probably need somewhat less
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than this.
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.qq
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Skill, Length -- The skill and length
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of the game you are playing.
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.in -8
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.pp
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Status information is absolutely free.
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.bl "Long Range Scan"
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Mnemonic: lrscan
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Shortest Abbreviation: l
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Consumes: nothing
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.FF
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.pp
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Long range scan gives you information about the
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eight quadrants
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that surround the quadrant
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you're in.
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A sample long range scan follows:
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.sp
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.ev 1
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.in +12
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Long range scan for quadrant 0,3
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.sp
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.ie t \{\
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.TS
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l1 c1 ce1 c1 ce1 c1 ce1 c
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l1 l s s s s s s s
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l1 c1 ce1 c1 ce1 c1 ce1 c
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l1 l s s s s s s s.
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2 3 4
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_
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! * ! * ! * !
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_
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.T&
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l1 c1 re1 c1 re1 c1 re1 c
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l1 l s s s s s s s
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l1 c1 re1 c1 re1 c1 re1 c
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l1 l s s s s s s s.
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0 ! 108 ! 6 ! 19 !
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_
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1 ! 9 ! /// ! 8 !
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_
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.TE
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.\}
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.el \{\
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.nf
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2 3 4
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-------------------
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! * ! * ! * !
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-------------------
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0 ! 108 ! 6 ! 19 !
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-------------------
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1 ! 9 ! /// ! 8 !
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-------------------
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.fi
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.\}
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.ev
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.pp
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The three digit numbers
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tell the number of objects
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in the quadrants.
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The units digit tells the number of stars,
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the tens digit the number of starbases,
|
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and the hundreds digit is the number of Klingons.
|
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"*" indicates the negative energy barrier
|
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at the edge of the galaxy,
|
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which you cannot enter.
|
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"///" means that that is a supernova quadrant
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|
and must not be entered.
|
|
.bl "Damage Report"
|
|
Mnemonic: damages
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|
Shortest Abbreviation: da
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Consumes: nothing
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.FF
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.pp
|
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A damage report tells you what devices are damaged
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and how long it will take to repair them.
|
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Repairs proceed faster
|
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when you are docked
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at a starbase.
|
|
.bl "Set Warp Factor"
|
|
Mnemonic: warp
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Shortest Abbreviation: w
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Full Command: warp factor
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Consumes: nothing
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.FF
|
|
.pp
|
|
The warp factor tells the speed of your starship
|
|
when you move under warp power
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(with the
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.ul
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move
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command).
|
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The higher the warp factor,
|
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the faster you go,
|
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and the more energy you use.
|
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.pp
|
|
The minimum warp factor is 1.0
|
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and the maximum is 10.0.
|
|
At speeds above warp 6
|
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there is danger of the warp engines
|
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being damaged.
|
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The probability of this
|
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increases at higher warp speeds.
|
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Above warp 9.0 there is a chance of entering
|
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a time warp.
|
|
.bl "Move Under Warp Power"
|
|
Mnemonic: move
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|
Shortest Abbreviation: m
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|
Full Command: move course distance
|
|
Consumes: time and energy
|
|
.FF
|
|
.pp
|
|
This is the usual way of moving.
|
|
The course is in degrees and the distance is in quadrants.
|
|
To move one sector specify a distance of 0.1.
|
|
.pp
|
|
Time is consumed proportionately to
|
|
the inverse of the warp factor squared,
|
|
and directly to the distance.
|
|
Energy is consumed as the warp factor cubed,
|
|
and directly to the distance.
|
|
If you move with your shields up
|
|
it doubles the amount of energy consumed.
|
|
.pp
|
|
When you move in a quadrant containing Klingons,
|
|
they get a chance to attack you.
|
|
.pp
|
|
The computer detects navigation errors.
|
|
If the computer is out,
|
|
you run the risk of running into things.
|
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.pp
|
|
The course is determined by the
|
|
Space Inertial Navigation System
|
|
[SINS].
|
|
As described in
|
|
Star Fleet Technical Order TO:02:06:12,
|
|
the SINS is calibrated,
|
|
after which it becomes the base for navigation.
|
|
If damaged,
|
|
navigation becomes inaccurate.
|
|
When it is fixed,
|
|
Spock recalibrates it,
|
|
however,
|
|
it cannot be calibrated extremely accurately
|
|
until you dock at starbase.
|
|
.bl "Move Under Impulse Power"
|
|
Mnemonic: impulse
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|
Shortest Abbreviation: i
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|
Full Command: impulse course distance
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|
Consumes: time and energy
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|
.FF
|
|
.pp
|
|
The impulse engines give you a chance to maneuver
|
|
when your warp engines are damaged;
|
|
however, they are incredibly slow
|
|
(0.095 quadrants/stardate).
|
|
They require 20 units of energy to engage,
|
|
and ten units per sector to move.
|
|
.pp
|
|
The same comments about the computer and the SINS
|
|
apply as above.
|
|
.pp
|
|
There is no penalty to move under impulse power
|
|
with shields up.
|
|
.bl "Deflector Shields"
|
|
Mnemonic: shields
|
|
Shortest Abbreviation: sh
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|
Full Command: shields up/down
|
|
Consumes: energy
|
|
.FF
|
|
.pp
|
|
Shields protect you from Klingon attack
|
|
and nearby novas.
|
|
As they protect you,
|
|
they weaken.
|
|
A shield which is 78% effective
|
|
will absorb 78% of a hit
|
|
and let 22% in to hurt you.
|
|
.pp
|
|
The Klingons have a chance to attack you
|
|
every time you raise or lower shields.
|
|
Shields do not rise and lower
|
|
instantaneously,
|
|
so the hit you receive
|
|
will be computed with the shields
|
|
at an intermediate effectiveness.
|
|
.pp
|
|
It takes energy to raise shields,
|
|
but not to drop them.
|
|
.bl "Cloaking Device"
|
|
Mnemonic: cloak
|
|
Shortest Abbreviation: cl
|
|
Full Command: cloak up/down
|
|
Consumes: energy
|
|
.FF
|
|
.pp
|
|
When you are cloaked,
|
|
Klingons cannot see you,
|
|
and hence they do not fire at you.
|
|
They are useful for entering
|
|
a quadrant
|
|
and selecting a good position,
|
|
however,
|
|
weapons cannot be fired through
|
|
the cloak
|
|
due to the huge energy drain
|
|
that it requires.
|
|
.pp
|
|
The cloak up command
|
|
only starts the cloaking process;
|
|
Klingons will continue
|
|
to fire at you
|
|
until you do something
|
|
which consumes time.
|
|
.bl "Fire Phasers"
|
|
Mnemonic: phasers
|
|
Shortest Abbreviation: p
|
|
Full Commands: phasers automatic amount
|
|
phasers manual amt1 course1 spread1 ...
|
|
Consumes: energy
|
|
.FF
|
|
.pp
|
|
Phasers are energy weapons;
|
|
the energy comes from your ship's reserves
|
|
("total energy" on a srscan).
|
|
It takes about 250 units of hits
|
|
to kill a Klingon.
|
|
Hits are cumulative as long as you stay
|
|
in the quadrant.
|
|
.pp
|
|
Phasers become less effective
|
|
the further from a Klingon you are.
|
|
Adjacent Klingons receive about
|
|
90% of what you fire,
|
|
at five sectors about 60%,
|
|
and at ten sectors about 35%.
|
|
They have no effect outside of the quadrant.
|
|
.pp
|
|
Phasers cannot be fired while shields are up;
|
|
to do so would fry you.
|
|
They have no effect on starbases or stars.
|
|
.pp
|
|
In automatic mode
|
|
the computer decides how to divide up the energy
|
|
among the Klingons present;
|
|
in manual mode you do that yourself.
|
|
.pp
|
|
In manual mode firing
|
|
you specify a direction,
|
|
amount (number of units to fire)
|
|
and spread (0 -> 1.0)
|
|
for each of the six phaser banks.
|
|
A zero amount
|
|
terminates the manual input.
|
|
.bl "Fire Photon Torpedoes"
|
|
Mnemonic: torpedo
|
|
Shortest Abbreviation: t
|
|
Full Command: torpedo course [yes/no] [burst angle]
|
|
Consumes: torpedoes
|
|
.FF
|
|
.pp
|
|
Torpedoes are projectile weapons -- there are no partial hits.
|
|
You either hit your target or you don't.
|
|
A hit on a Klingon destroys him.
|
|
A hit on a starbase destroys that starbase
|
|
(woops!).
|
|
Hitting a star usually causes it to go nova,
|
|
and occasionally supernova.
|
|
.pp
|
|
Photon torpedoes cannot be aimed precisely.
|
|
They can be fired with shields up,
|
|
but they get even more random
|
|
as they pass through the shields.
|
|
.pp
|
|
Torpedoes may be fired in bursts of three.
|
|
If this is desired,
|
|
the burst angle is the angle
|
|
between the three shots,
|
|
which may vary from one to fifteen.
|
|
The word "no"
|
|
says that a burst is not wanted;
|
|
the word "yes"
|
|
(which may be omitted
|
|
if stated on the same line as the course)
|
|
says that a burst is wanted.
|
|
.pp
|
|
Photon torpedoes
|
|
have no effect
|
|
outside the quadrant.
|
|
.bl "Onboard Computer Request"
|
|
Mnemonic: computer
|
|
Shortest Abbreviation: c
|
|
Full Command: computer request; request;...
|
|
Consumes: nothing
|
|
.FF
|
|
.pp
|
|
The computer command gives you access to the facilities
|
|
of the onboard computer,
|
|
which allows you to do all sorts of fascinating stuff.
|
|
Computer requests are:
|
|
.in +8
|
|
.qq
|
|
score -- Shows your current score.
|
|
.qq
|
|
course quad/sect -- Computes the course and distance from wherever
|
|
you are to the given location.
|
|
If you type "course /x,y"
|
|
you will be given the course
|
|
to sector x,y in the current quadrant.
|
|
.qq
|
|
move quad/sect -- Identical to the course
|
|
request,
|
|
except that the move is executed.
|
|
.qq
|
|
chart -- prints a chart of the known galaxy,
|
|
i.e.,
|
|
everything that you have seen with a long range scan.
|
|
The format is the same as on a long range scan,
|
|
except that "..." means
|
|
that you don't yet know what is there,
|
|
and ".1." means that you know that a starbase
|
|
exists, but you don't know anything else.
|
|
"$$$" mans the quadrant
|
|
that you are currently in.
|
|
.qq
|
|
trajectory -- prints the course and distance
|
|
to all the Klingons in the quadrant.
|
|
.qq
|
|
warpcost dist warp_factor -- computes the cost in time and energy
|
|
to move `dist' quadrants at warp `warp_factor'.
|
|
.qq
|
|
impcost dist -- same as warpcost for impulse engines.
|
|
.qq
|
|
pheff range -- tells how effective your phasers are
|
|
at a given range.
|
|
.qq
|
|
distresslist -- gives a list of currently distressed
|
|
starbases
|
|
and starsystems.
|
|
.in -8
|
|
.pp
|
|
More than one request may be stated
|
|
on a line
|
|
by separating them
|
|
with semicolons.
|
|
.bl "Dock at Starbase"
|
|
Mnemonic: dock
|
|
Shortest Abbreviation: do
|
|
Consumes: nothing
|
|
.FF
|
|
.pp
|
|
You may dock at a starbase
|
|
when you are in one of the eight
|
|
adjacent sectors.
|
|
.pp
|
|
When you dock you are resupplied
|
|
with energy, photon torpedoes, and life support reserves.
|
|
Repairs are also done faster at starbase.
|
|
Any prisoners you have taken
|
|
are unloaded.
|
|
You do not receive points
|
|
for taking prisoners
|
|
until this time.
|
|
.pp
|
|
Starbases have their own deflector shields,
|
|
so you are safe from attack while docked.
|
|
.bl "Undock from Starbase"
|
|
Mnemonic: undock
|
|
Shortest Abbreviation: u
|
|
Consumes: nothing
|
|
.FF
|
|
.pp
|
|
This just allows you to leave starbase
|
|
so that you may proceed on your way.
|
|
.bl "Rest"
|
|
Mnemonic: rest
|
|
Shortest Abbreviation: r
|
|
Full Command: rest time
|
|
Consumes: time
|
|
.FF
|
|
.pp
|
|
This command allows you to rest to repair damages.
|
|
It is not advisable to rest while under attack.
|
|
.bl "Call Starbase For Help"
|
|
Mnemonic: help
|
|
Shortest Abbreviation: help
|
|
Consumes: nothing
|
|
.FF
|
|
.pp
|
|
You may call starbase for help via your subspace radio.
|
|
Starbase has long range transporter beams to get you.
|
|
Problem is,
|
|
they can't always rematerialize you.
|
|
.pp
|
|
You should avoid using this command unless absolutely necessary,
|
|
for the above reason and because it counts heavily against you
|
|
in the scoring.
|
|
.bl "Capture Klingon"
|
|
Mnemonic: capture
|
|
Shortest Abbreviation: ca
|
|
Consumes: time
|
|
.FF
|
|
.pp
|
|
You may request that a Klingon surrender
|
|
to you.
|
|
If he accepts,
|
|
you get to take captives
|
|
(but only as many as your brig
|
|
can hold).
|
|
It is good if you do this,
|
|
because you get points for captives.
|
|
Also,
|
|
if you ever get captured,
|
|
you want to be sure that the Federation
|
|
has prisoners to exchange for you.
|
|
.pp
|
|
You must go to a starbase
|
|
to turn over your prisoners
|
|
to Federation authorities.
|
|
.bl "Visual Scan"
|
|
Mnemonic: visual
|
|
Shortest Abbreviation: v
|
|
Full Command: visual course
|
|
Consumes: time
|
|
.FF
|
|
.pp
|
|
When your short range scanners are out,
|
|
you can still see what is out "there"
|
|
by doing a visual scan.
|
|
Unfortunately,
|
|
you can only see three sectors at one time,
|
|
and it takes 0.005 stardates to perform.
|
|
.pp
|
|
The three sectors in the general direction
|
|
of the course specified
|
|
are examined
|
|
and displayed.
|
|
.bl "Abandon Ship"
|
|
Mnemonic: abandon
|
|
Shortest Abbreviation: abandon
|
|
Consumes: nothing
|
|
.FF
|
|
.pp
|
|
The officers escape the Enterprise in the shuttlecraft.
|
|
If the transporter is working
|
|
and there is an inhabitable starsystem
|
|
in the area,
|
|
the crew beams down,
|
|
otherwise you leave them to die.
|
|
You are given an old but still usable ship,
|
|
the Faire Queene.
|
|
.bl "Ram"
|
|
Mnemonic: ram
|
|
Shortest Abbreviation: ram
|
|
Full Command: ram course distance
|
|
Consumes: time and energy
|
|
.FF
|
|
.pp
|
|
This command is identical to "move",
|
|
except that the computer
|
|
doesn't stop you
|
|
from making navigation errors.
|
|
.pp
|
|
You get very nearly slaughtered
|
|
if you ram anything.
|
|
.bl "Self Destruct"
|
|
Mnemonic: destruct
|
|
Shortest Abbreviation: destruct
|
|
Consumes: everything
|
|
.FF
|
|
.pp
|
|
Your starship is self-destructed.
|
|
Chances are you will destroy
|
|
any Klingons
|
|
(and stars,
|
|
and starbases)
|
|
left in your quadrant.
|
|
.bl "Terminate the Game"
|
|
Mnemonic: terminate
|
|
Shortest Abbreviation: terminate
|
|
Full Command: terminate yes/no
|
|
.FF
|
|
.pp
|
|
Cancels the current game.
|
|
No score is computed.
|
|
If you answer yes,
|
|
a new game will be started,
|
|
otherwise trek exits.
|
|
.bl "Call the Shell"
|
|
Mnemonic: shell
|
|
Shortest Abbreviation: shell
|
|
.FF
|
|
.pp
|
|
Temporarily escapes to the shell.
|
|
When you exit the shell
|
|
you will return to the game.
|
|
\".bp
|
|
.ce
|
|
\*fSCORING\fR
|
|
.in +4
|
|
.pp
|
|
The scoring algorithm is rather complicated.
|
|
Basically,
|
|
you get points for each Klingon you kill,
|
|
for your Klingon per stardate kill rate,
|
|
and a bonus if you win the game.
|
|
You lose
|
|
points for the number of Klingons left
|
|
in the galaxy
|
|
at the end of the game,
|
|
for getting killed,
|
|
for each star, starbase, or inhabited starsystem
|
|
you destroy,
|
|
for calling for help,
|
|
and for each casualty you incur.
|
|
.pp
|
|
You will be promoted
|
|
if you play very well.
|
|
You will never get a promotion if you
|
|
call for help,
|
|
abandon the Enterprise,
|
|
get killed,
|
|
destroy a starbase or inhabited starsystem,
|
|
or destroy too many stars.
|
|
.bp
|
|
.ce 1
|
|
\*fCOMMAND SUMMARY\fP
|
|
.TS
|
|
l l l.
|
|
Command Requires Consumes
|
|
|
|
\*fabandon\fR shuttlecraft, -
|
|
transporter
|
|
\*fca\fRpture subspace radio time
|
|
\*fcl\fRoak \*fu\fRp/\*fd\fRown cloaking device energy
|
|
\*fc\fRomputer request; ... computer -
|
|
\*fda\fRmages - -
|
|
\*fdestruct\fR computer -
|
|
\*fdo\fRck - -
|
|
\*fhelp\fR subspace radio -
|
|
\*fi\fRmpulse course distance impulse engines, time, energy
|
|
computer, SINS
|
|
\*fl\fRrscan L.R. sensors -
|
|
\*fm\fRove course distance warp engines, time, energy
|
|
computer, SINS
|
|
\*fp\fRhasers \*fa\fRutomatic amount phasers, computer energy \*fp\fRhasers \*fm\fRanual
|
|
\ \ amt1 course1 spread1 ... phasers energy
|
|
\*ft\fRorpedo course [\*fy\fRes] angle/\*fn\fRo torpedo tubes torpedoes
|
|
\*fram\fR course distance warp engines, time, energy
|
|
computer, SINS
|
|
\*fr\fRest time - time
|
|
\*fshell\fR - -
|
|
\*fsh\fRields \*fu\fRp/\*fd\fRown shields energy
|
|
\*fs\fRrscan [\*fy\fRes/\*fn\fRo] S.R. sensors -
|
|
\*fst\fRatus - -
|
|
\*fterminate\fR \*fy\fRes/\*fn\fRo - -
|
|
\*fu\fRndock - -
|
|
\*fv\fRisual course - time
|
|
\*fw\fRarp warp_factor - -
|
|
.TE
|